
Escape from a laboratory house in this unique puzzling platformer with a twist! All important objects are randomly placed in the world before the start of the game. Each playthrough will take a different path through the house, but can always be completed. A perfect introduction to Randomizers.
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About
Randomice is a Metroid-like… randomized. Usually, important items are always in the same place, and you collect powers in a predetermined order. But here, everything is randomly redistributed throughout the world. As a result, you never know what you're going to find or in what order you're going to explore the rooms of the house.
Since the items are randomly placed, each game creates a different adventure. You have to constantly adapt, improvise, and make the most of what you find. This is what gives the game such high replay value.
This idea is also integrated into the game's lore. Every time you think you've found the exit, you wake up in a laboratory cage. But you're not alone! Kimo, another mouse locked up with you, has managed to find a remote control that allows you to change certain parameters of the experiment in order to find a way out.
However, changing these settings is not without risk. Every day, Kimo will try something new. First, he'll mix up all the rooms in the house, then the next day he'll move where each mouse is, and it can even change what objects they ask for! Each variation of these settings creates a different configuration of the house, for an increasingly challenging game.
But there's no need to worry, Randomice offers a campaign that serves as an introduction to the concept of randomizers. If at some point you don’t know where to go, you can always ask Vyna for a hint.
Make yourself at home! Find the push pins to scale the wooden cabinets, the magnetic grapple to cling to the metal pot, or the rocket to fly across the garage at breakneck speed! Each new piece of equipment will help you access new corners of the house, bringing you a little closer to freedom.
- 10 hours of playtime to complete the campaign
- 14 different upgrades, placed randomly each time
- 14 rooms to explore
- 20 characters with unique quests
- 12 base challenges + 12 monthly challenges planned throughout 2026
- 50 Steam achievements
- A Soundtrack played mostly with real instruments
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Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
中期开始重复性太强+作者男味好重。
Good game
This game feels like a dream game for a casual who loves randomizers. I really enjoy watching people play randomizers in games like Ocarina of Time, Super Mario Odyssey, etc.. But the thought of playing a randomizer myself has always felt out of reach. Not only do you need to figure out how to play an emulator or modded game of some sort, it also feels like you need to know the game you randomize really well. Not to mention I can't imagine how long it would take to play a full game. It's mainly felt like an activity for speedrunners. This game makes a randomizer feel accessible. It's short and simple enough per run that it doesn't feel like a time commitment. The mechanics are simple to understand and well tutorialized that knowledge won't be a limitation. There's also a hint system if you ever feel stuck; it shows 1 item you should be able to grab. I can see the inspiration from the Ocarina of Time randomizer (directly mentioned in the game). The randomized aspects feel like I can truly play on "max settings" and not feel incredibly frustrated at my own inadequacy. I would go over what things get randomized, but I feel like the campaign is so well done at introducing everything slowly that I think it's fine that I don't. But if you know anything about randomizers, it has a lot of the settings I often see played. I also really enjoy the gameplay itself. The abilities are fun to use, and very satisfying to gain every run. The movement is SO good; something incredibly important for a randomizer game where you constantly need to backtrack everywhere when you get new abilities and are doing fetch quests. Some other notes: - campaign story was pretty good - campaign as a tutorial was really well done - the design of having multiple possible ways of accessing a check was well done. It has a lot of "you can have ability A or B or C+D to access this check", while also having some checks require 1 very specific ability. - the game tells you when you get a check "out of logic," which is very satisfying to see - My favorite in game dev note was about how the blowtorch shuts off after a while because the dev ran out of breath while recording the wind sound. - Sound design is good. It's funny to realize a lot of the sound effects are just the dev's voice I've only completed the campaign at the time of review. Took ~10 hours.
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Languages: English, French, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Brazil, Russian
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
C'est de la frappe poto
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